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Kobudo

Page history last edited by Lapid 12 years, 5 months ago

Kobudo 
Description: A Japanese martial-arts style focusing on the usage of handheld weapons and swift chops. 
Price: 15000 Carats 
Class: Elementalist Only 
Opinion: One of two scrolls with a unique counter animation, and the scroll with the longest 'active' counter animation. Even then, Kobudo is not very easy to use. However, Kobudo, like other scrolls, can be quite lethal. 
DIFFICULTY TO USE: HARD

DIFFICULTY TO MASTER: HARD+

POTENTIAL: MODERATE 

Combos: 
PPPP - [331] 
PK - [247] 
KKKK - [450] 
KK(K+G) - [320] 
KPPK - [402] 
(K+G) - [180] 

Slappin' Smackdown: 
PPPP 
67, 77, 77, 110 [331] 
Kobudo's rather hilarious-looking punch combo; they're slaps! Rumble Fighter intended the character to be holding something, but... well... 

The punches (slaps) have great peripheral range, but because they hardly move your character forward, it's quite lacking in frontal range. It's fast, and its recoveries are decent, so it can be used for pressure. As a bonus, the last hit launches your opponent in the air, so you can juggle them for additional damage. Because it's really hard to hit anyone with this, it's a rather unsafe combo, even when coupled with the relatively fast recoveries. 

Slap-Kick: 
PK 
67, 180 [247] 
A standard quick knockdown. Use it exactly as you would any punch-started two-hit knockdown. 

Mae-Geri: 
KKKK 
100, 110, 110, 130 [450] 
A slow, but relatively powerful kick combo. Because the first kick is a copy of Default's, it'll be hard landing it because of its speed. Only use this combo to edge: in all other cases, go for the juggle launcher. 

Launching Mae-Geri: 
KK(K+G) 
100, 110, 110 [320] 
Juggle launcher. Slow, but does its job. If you can Kobudo's pathetic first kick to hit, always go for the juggle unless it's easier just to finish the kick combo to kill someone. 

Lifting Mawashi Geri: 
KPPK 
100, 110, 110, 170* [402] 
* - reduced damage due to air-time attack 
Kobudo's fence edger. Third attack hits opponent up, and the last attack knocks them away a short distance. Useless in all cases other than to edge or juggle. That being said, do NOT use KKKK while juggling, use KPPK. 

Divine Grace: 
K+G 
[180] 
Kobudo's special counter. It has long counter frames, but an equally long recovery. Upon success, the opponent is grabbed and thrown on the floor, head facing you. Don't go about spamming this: that will easily get you killed. Instead, use it any time you would use a normal counter. The additional counter frames only help you land a counter, not pull one out of thin air. 

Juggles: 
Standard Punch Juggle 
PPPP>P>P>KPPK 
67, 77, 77, 110, 40, 40, 60, 66, 66, 102 [705] 

Standard Kick Juggle 

KKK>P>P>KPPK

100, 110, 110, 40, 40, 60, 66, 66, 102 [694] 

STRATEGY: 

Too often I find newbies using Kobudo's counter like no tomorrow. That is not how you play Kobudo. Using Kobudo requires great skill and coordination. Its punches are quite fast, but their horrible frontal range makes them quite difficult to use. Kobudo has to stay in close to use its punches, but, ironically, must stay away from the opponent to use its kicks due to its horrible first kick. This strange combination of priorities can be confusing and takes some getting used to. 

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